Lennart Nacke’s second-week lecture from his Basic Introduction to Game Design course walks through the Rules of Play lens on games: a game is a closed formal system that subjectively represents a subset of reality. Rather than debating what a game “is,” it lays out the eight formal elements every game is built from — and how their relationships create gameplay.

The four system ingredients (Littlejohn & Foss, via Rules of Play):

  • Objects — the elements, variables, or parts of the system
  • Attributes — the properties those objects can have
  • Internal relationships — how objects affect one another
  • Environment — the surrounding context that influences the system

The formal elements:

  • Players — voluntary participants; the lusory attitude and invitation to play let them enter the Magic Circle
  • Objectives — the best goals seem attainable but stay challenging: Capture, Chase, Race, Alignment, Rescue/Escape, Forbidden Act, Construction, Exploration, Solution, Outwit
  • Procedures — allowed actions: who does what, where, when, how (starting, progression, special, resolving)
  • Rules — define what players can and cannot do; “every game is its rules” (Parlett)
  • Resources — value = scarcity × utility: lives, units, health, currency, actions, inventory, time
  • Conflict — obstacles, opponents, dilemmas
  • Boundaries — the separation of the game world from the real world
  • Outcome — must be uncertain to sustain interest; winning conditions differ from player objectives

Games can be framed as formal, cultural, or experiential systems, and the framings nest: formal systems are closed and analysable independent of context, experiential systems can be open, and a cultural system encompasses both. Which frame you pick changes how you critique a game.

The takeaway: there is no progress in exhaustively defining what a game is. The value is the vocabulary — formal elements only matter through their internal relationships, and combining them is what produces novel interaction and meaningful decisions.